uniform float time;
varying vec2 texture_coordinate;

void main()
{	
	vec4 v = vec4(gl_Vertex);      
    v.y += sin(5.0*v.x + time*0.01)*0.15;
    
    // Transforming The Vertex	
    gl_Position = gl_ModelViewProjectionMatrix * v;


 
    // Passing The Texture Coordinate Of Texture Unit 0 To The Fragment Shader
    texture_coordinate = vec2(gl_MultiTexCoord0);

}
